DayZ 1.24
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BrokenArms.c
Go to the documentation of this file.
2{
3 private const float HEALTHY_ARM = 80;
4
12
14 {
15 if (player.GetHealth("RightArm", "Health") <= 0 || player.GetHealth("LeftArm", "Health") <= 0)
16 return true;
17 return false;
18 }
19
21 {
22 // player.setBrokenLimbs("Arms",true);
23 }
24
26 {
27 // player.setBrokenLimbs("Arms",false);
28 }
29
31 {
32 if (player.GetHealth("RightArm", "Health") >= HEALTHY_ARM && player.GetHealth("LeftArm", "Health") >= HEALTHY_ARM)
33 return true;
34 else
35 return false;
36 }
37};
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
bool m_TrackActivatedTime
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
const int DEFAULT_TICK_TIME_ACTIVE
override void OnDeactivate(PlayerBase player)
Definition BrokenArms.c:25
override void OnActivate(PlayerBase player)
Definition BrokenArms.c:20
const float HEALTHY_ARM
Definition BrokenArms.c:3
override bool DeactivateCondition(PlayerBase player)
Definition BrokenArms.c:30
override bool ActivateCondition(PlayerBase player)
Definition BrokenArms.c:13
override void Init()
Definition BrokenArms.c:5
eModifiers
Definition eModifiers.c:2